TacOps IRC CPX FAQ ver 2.0 beta 4. Created: August 27, 1996; last modified November 8, 1997. Creators/maintainers: James Sterrett, james@sterrett.demon.co.uk Chimera (John Jones), chimera@feist.net Special thanks to: I. L. Holdridge (a.k.a. "Major H.") for making TacOps and for a great deal of dedicated support of the CPX project. Also to Ian Barefoot for providing NATO OPORD and report formats, Steve Weatherwax for info on .bmp formats and providing many of the ideas behind the entire project, Major H. for an alternative description of TacOps, Stephen H. Althouse for tips on using control graphics, KeyStroke for .bmp to .gif conversion, John Crawford for the idea of including IRC commands, Dr. Russ Smith for pointing out some bollixed numbering, and John McKinney (Riki Tikki), Jon Kiang, and Brian Rock for numerous suggestions. Also to everybody who has played in them; and you'll get your name in here if you help get this FAQ into shape. When we next update it. Legal stuff: ** This FAQ is copyrighted by James Sterrett, 1996; James Sterrett and John Jones, 1997. You are free to distribute it to anyone, through any medium, provided you distribute it for free, acknowledge us as the author, and the contents are unchanged. It is accurate to the best of our knowledge. We are not liable for anything you might choose to do with it. If you use it to predict the stock market and lose millions of dollars, you lose millions of dollars and we are not responsible. If you print it out and your child feeds it to a goldfish, which then dies, your goldfish is dead, your child is heartbroken, and we are not responsible. If you read it, and you lose in the next TacOps CPX you play in, you lost and can try again next game; we are not responsible. Equally, if you make millions using it to predict the stock market, or it nurtures your goldfish into a gold-medallist in the piscine Olympics, or you win the next TacOps CPX you play in, it's your money, your fish, or your glory and we have no claim on them. TacOps is a trademark of I. L. Holdridge. The computer game TacOps is the copyright of I. L. Holdridge. Tacops is now published by Avalon Hill (formerly it was published by Arsenal Publishing). If you are pirating TacOps you are robbing Major H. and Avalon Hill: you are scum. We hereby expressly grant unlimited use of this document to I. L. Holdridge and those he appoints to be co-maintainers of the TacOps name and product. Please send any corrections, questions, additions, or constructive criticism to: James Sterrett [james@sterrett.demon.co.uk] or Chimera (John Jones) [chimera@feist.net]. (Flames to /dev/null .) ---------- 1.0 What is a TacOps IRC CPX? 1.1 Alternative Description, by Major H. 2.0 What do I need to play? 3.0 How do I play in a CPX? 4.0 I'm pretty new to TacOps - can I play? 5.0 Where can I find out more about these? 6.0 Where can I get IRC? 6.1 Where to get IRC. 6.2 How you know if you *can* run IRC. 6.3 Summary of important IRC commands for IRC CPXes 7.0 What is "GMT"? What is its relation to "real" time? 8.0 How does the grid reference system work? 9.0 How detailed can my orders be (a.k.a. "Why can't I give individual platoons/vehicles/squads orders?") 10.0 What's the deal with using two IRC channels per side? 11.0 What are "ghost units"? 12.0 Tips for playing CPX games. 13.0 What is the "TacOps CPX Engine"? Appendices: Appendix 1: NATO OPORD and reporting formats. Appendix 2: Soviet/Russian OPORD format. Appendix 3: Revision history. --------- 1.0 What is a TacOps IRC CPX? TacOps is a computer game, written for Windows and Mac by Major I. L. Holdridge, USMC (ret.) and published by Arsenal Publishing, Inc. IRC is Internet Relay Chat: a system whereby people can exchange text and files in an on-line forum. To run IRC, you need an IRC client and a TCP/IP connection to the Internet. CPX stands for Command Post eXercise - the term comes from a type of wargame that militaries do for training. A CPX is a system of umpired, double-blind wargaming which borrows very heavily from Kriegspiel, which was invented in the early 1800s by the Prussian General Staff for officer training. The special thing about the Kriegspiel concept of wargaming is its emphasis on decision making in near- real-time with limited information - exactly, according to the Prussian General Staff, what officers need training in for combat. The modern CPX - both military and on IRC - is a direct descendant of the Prussian Kriegspiel. Put all of these together, and you have a game of TacOps run over IRC in the style of Kriegspiel - in near-real-time, with limited information, involving teams on each side. An "Umpire" runs a TacOps scenario. The Umpire reports on the action to the players, puts the player's orders into the TacOps game, runs the next turn (or several turns), and repeats the process. While this means of playing TacOps is slower than playing it against the computer opponent, it runs at about the same speed as a fast email file trade. A fast-moving IRC CPX can get through about 2 hours of game time in about 6 hours of real time. Most IRC CPXes are expected to last about 6 hours of real time. What makes a TacOps CPX different? Two things. First, players are part of a team - you have to try to work together with the other people on your side to win. Second, fog of war in a TacOps CPX is very, very thick. In comparison, normal TacOps with full fog of war on is a bright and sunny day. In a CPX, you will often have only a hazy idea of where your own forces are, let alone where the enemy is. Furthermore, the team-work and extensive fog-of-war in a TacOps CPX make it a unique experience and challenge. One player, Capt. Jake Rose, U.S. Army, commented that it feels "like sitting in a TOC [Tactical Operations Center] listening to radio reports" trying to figure things out and keep a handle on the situation. 1.1 An alternative description of a TacOps IRC CPX, by Major H.: "I have to admit that I have gotten quite excited about the potential of what you gents are doing - not just for TacOps but for the wargaming hobby on a global scale. Imagine a future where enough people (and enough umpires ) had gotten interested in this sort of thing so that one could count on always being able to find a weekend game to join. Imagine it spreading to other game engines and other historical time periods. "Consider what you have already achieved - you conducted a successful social activity of six hours duration involving participants located in three different countries. Wow! "This activiy is not for folks with short attention spans . These game sessions typically last six or seven hours and you need to be able to stay on the net for that whole period. There is no age bar to this activity but it is unlikely that it would appeal to a teenager. You don't have to be a military expert, but you should have at least some rudimentary knowledge of modern weapons and tactics. Most of the participants so far have been either been long time wargamers or else current or former military personnel. In order to participate in a weekend game, you should normally make your first contact with the umpire several days to a week before the event - the earlier the better. It is also possible to join a CPX as an observer rather than as an active player - this is a good way to ease into the activity. "Each Saturday or Sunday for the last month, a varied group of weekend warriors has played a TacOps moderated CPX via Internet email and Internet IRC. The CPXs have been run with one umpire and from two to eight players and observers. So far, each CPX has been run by an umpire located in Glasgow, Scotland and the players have been located in England, Canada, and in the US. "While the CPX is underway, only the umpire is running TacOps on a computer. The players do not run or even need to have the TacOps program. "The umpire uses the TacOps program to control and generate the maneuver and combat results aspects of the CPX. The players participate by exchanging Internet email and Internet IRC chat messages with the umpire and with each other. Each player tracks his part of the war using only paper notes and a paper situation map. "During the week before the CPX the umpire publicly announces what TacOps map will be used and a general starting situation. The players then print that map and organize themselves into US and OPFOR teams complete with a command structure. Once the teams have been organized, the umpire then privately provides additional info and a mission to the US commander and does the same for the OPFOR commander. The force commanders then develop battle plans with their volunteer subordinates. "On Saturday or Sunday the umpire and the players gather on specified Internet IRC chat channels and the CPX begins. Normally there is an admin channel that everyone monitors, a private channel just for the umpire and the US team, and a private channel just for the umpire and the OPFOR team. Each team privately gives its starting orders and intentions to the umpire (usually in military terms rather than game terms). The umpire then enters his interpretation of the players instructions into the TacOps game and he executes one or more TacOps turns. As significant events occur on the umpire's computer, he sends a summary of the action to the players and he gives them an opportunity to ask questions, to state new orders, to call for arty and air support, to reorganize their forces, etc. The umpire then again enters his interpretation of the players instructions into the TacOps game and he executes one or more TacOps turns. This cycle repeats until the game is over or until everyone is exhausted." 2.0 What do I need to play? You need several things. 2.1) You need to have an IRC connection. (See Section 6.0 of this FAQ for details on IRC.) 2.2) You need a working knowledge of the UTM grid reference system. (See Section 8.0 of this FAQ or pages 100-102 of the PC TacOps manual or pages 90-93 in the Mac Tacops manual.) 2.3) You need a printout of the map the scenario will be played on. These are available for download from the TacOps IRC CPX website [http://www.sterrett.demon.co.uk] and the TacOps Resource [http://www.feist.com/~chimera/]. These are in a PKZipped file of .bmp graphics for PC users; (we're working on setting them up in a Stuffit file of .gif graphics for Mac users; now also have a .gif version pkzipped for PC.) Once you have printed it out, find a place to lay it out near your computer, and the means of marking positions on it. Four ways to mark positions: a) use wargame counters to mark positions (these may get moved on you, though, by the wind, your child, your cat....) b) use colored pencils and an eraser (this will eventually burn out your printout map) c) put the map into plastic sleeves, or laminate it, and mark it with overhead projector markers (non-permanent!) (the only real drawback here is that you'll go through a lot of tissues or toilet paper wiping off old markings, and there's a certain amount of cash investment in the markers and lamination) d) Run TacOps and, using the set-up part of the game (before running turn 1, so you can move things around)) put out the unit markers and flip between that and IRC; e) keep a copy of the graphic map file in some paint program and flip between that and IRC. 2.4) You need to know what GMT [Greenwich Mean Time] is, and how it relates to you local time. See (7.0.) 2.5) You need to be able to view .bmp or .gif graphic files - the map files are still in this format. Notes from Steve Weatherwax on some troubles we have had with .bmp files and Windows '95 vs Windows 3.1: "The problem has to lie in the fact that on the 32-bit version there are two different formats in which the bitmaps can be saved. One states "Window", the other states "compressed". I recently had to uninstall SnagIt and then re- install it. After I ran the program selected "Save as File", it defaulted to the 'compressed' format for *.bmp files. Just to check, I booted the16-bit version and, lo and behold, there is no provision for this type of *.bmp. Also, it doesn't support *.jpg. Anyway, the set that works on your system was saved as "Windows" *.bmps." 2.6) You need TacOps. While theoretically you do not need to own TacOps, since you won't need to run it, it is doubtful that the CPX will make much sense if you do not have the game. The game is run in TacOps, TacOps terminology and methodology is used, and a lot of the CPX orders and reports assume a basic familiarity with TacOps and what you can and cannot do in that game. Note that you do not need to be a TacOps expert to play! If you don't have TacOps, and you are interested in modern tactical warfare, what are you waiting for? TacOps is inexpensive, exceptionally well supported by the author, and a terrific game. There are playable demos of TacOps for Mac and PC (Windows) at [http://www.feist.com/~chimera/] - see for yourself! 2.7) You need to be organized. You'll need 6+ hours on a weekend, and you'll need to have gotten together with your teammates, via email or IRC (or the telephone, if you are wealthy) during the week(s) before the game in order to discuss your tactical plans for the upcoming battle, and sent your deployments and initial order to the umpire in good time for the umpire to enter them into the game. Failing to be organized will not impress your umpires or your teammates, because it may cause your side to be disorganized during the opening stages of the game, and that disorganization may cause your side to lose. 2.8) Finally, and closely related to the above, you should be ready to be a team player. In all probability your side will have 3, 4, or more players on it, one of whom will have been designated as the Side Commander (Side CO) for the game. This person will take the overall order for your side (sent by the umpire) and translate it into orders for you and your teammate. You'll all need to work together to get your plans set up beforehand - by getting orders and commentary on the plans submitted in a timely manner - and also on the game day as the battle is joined and all your planning goes out the window in the harsh light of enemy action. 3.0 How does the CPX work? This confuses a lot of people at first, because the system is deceptively simple. There are three groups in a CPX: the Green Team (players commanding US/Canadian forces) the Red Team (players commanding OPFOR forces) the Umpire(s) The team players have printout maps, and each team is on its own pair of channels on IRC. The Umpire is on both of the pairs of team channels. The umpire runs a TacOps scenario, usually deploying the forces as requested by the players before the game begins. The Umpire watches what happens during the turns, and reports on this to the players. The players respond with new orders, which the umpire puts into the game. The game goes to the next turn, and the process repeats. Note that the umpire will only wait a little while each time for new orders - and then simply run the next turn(s). As in real life, you may have to make decisions fast on the basis of very limited information, or wait and make decisions slowly hoping for better information. The bulk of the reports are sent out in text, and a typical turn might look something like, [Umpire gives report] 0706: Bravo Coy trades fire with T-80s (coy+) vicinity 080030; heavy losses both sides. Spotrep/Sitrep to come. [The Umpire uses DCC (an IRC file-transfer system) or cut-and-paste to provide the players with text reports, generated by TacOps, on the location of all friendly forces (sitreps - SITuation REPorts) and all spotted enemy forces (spotreps - SPOTting REPorts).] [Umpire indicates that all reports have been passed along and tells the players they may send in new orders:] Orders? [Player gives an order] Move Alpha coy towards 060040 to support Bravo Coy; orders end [Umpire confirms the order is being put in and that the content of the order is understood:] A Coy to 060040 check Obviously, this is a lot less information or control than you get from playing TacOps the normal way! This is *intentional* and the lack of precise data on the fighting is one of the unique features of a TacOps CPX. Later, after things calm down for Bravo Company, the player commanding it may be able to find out how extensive the losses were - did "heavy" mean it lost a platoon, or is it now a pale shadow of its former self? While Bravo Company is engaged, though, the troops in it will be a little too busy to make any accurate counts - or possibly even estimates - of the losses they have taken. (Of course, the player can sift through the Sitrep files sent out to find out what happened as well. These are a feature of the CPX version of TacOps; it generates a text file of all friendly units and their locations (the "sitrep"), and of all spotted enemy units and their locations (the "spotrep"). Note also that the player gave the purpose of Alpha Company's move: support Bravo Company. This helps the umpire in deploying Company 1's platoons - the umpire knows this is not intended to be an administrative march to the spot of point 060040, but a movement to contact, with the company as a whole winding up in the region of 060040 and expecting trouble from the vicinity of 080030. 4.0 I'm pretty new to TacOps - can I play? YES! There is no requirement that you be a TacOps God or a Master of Tactics. In fact, I would suggest that playing in a CPX is potentially a very good way to learn more, fast - your teammates will provide you will hints, tips, and encouragement on a scale you may not find anywhere else. Your email opponent may tell you this or that.... But that guy wants to beat you. The people on your CPX team have a vested interest in making you the best you can be, but recognize that the fortunes of war are such that none, not even the best, are safe from disaster. If you fail, it was "due to forces beyond your control".... if you win, you're brilliant! Occasionally "shakedown" games are run, on request, specifically for people new to CPXes. These are much less competitive than normal CPX games, and are run to make sure that everybody learns how it all works - everything is explained until everyone understands it. If you would like one of these to be run, email James Sterrett at [james@sterrett.demon.co.uk], or Chimera (John Jones) [chimera@feist.com]. 5.0 Where can I find out more about these? Go to the IRC CPX Homepage, http://www.sterrett.demon.co.uk/ - it's all about TacOps CPXes. This is the main site for TacOps IRC CPX information on the web although it is a bit spartan in appearance. For MBX CPXes, see Chimera's TacOps Homepage at http://www.feist.com/~chimera/ which has lots of stuff on both MBX CPXes, IRC CPXes, and TacOps in general. It also looks much nicer and has pretty pictures. There are also some TacOps CPX After-Action Reports posted to the On-Line Gaming Review [http://ogr.nrgroup.com/] in the StrategyNet 2.0 section. Send email to: James Sterrett [james@sterrett.demon.co.uk] Chimera (John Jones) [chimera@feist.com] 6.0 Where can I get IRC? 6.1 Where to get IRC. Try http://www.shareware.com/ and search for either mIRC (PC) or IRCLE (Mac). Other IRC clients exist; these two have won widespread praise from people playing IRC CPXes. 6.2 How you know if you *can* run IRC. IRC requires a TCP/IP connection. As a rule of thumb, a machine which can run Netscape Navigator can run IRC. Make sure you distinguish between machines that can run Netscape Navigator, and those which can dial in to a machine that runs Netscape Navigator. The machine that dials in most likely cannot use IRC. More information on IRC can be found at http://www.feist.com/~chimera/ and http://www.sterrett.demon.co.uk/ (**this entails us putting up that IRC intro file.... do we have one that is good for more than mIRC?) "One Mac client is called Ircle. A major repository of Mac stuff is at [ftp://wuarchive.wustl.edu/systems/mac/info-mac]. "If running a UNIX shell, irc is frequently available just by typing irc. "You can run IRC on a text terminal (VT100 type for example), so if you dial into a system to run a UNIX shell, you probably can get IRC by typing irc. Transferring any files via DCC may be a problem, however, since running a terminal and download over a serial connection (as opposed to TCP/IP) at the same time is not possible, AFAIK." - Jon Kiang [How do people with C-serve use IRC? At all? Still unanswered! I understand AOL people are stuck and cannot use IRC. Work on Steve Case!] 6.3 Summary of important IRC commands for IRC CPXes To join a channel, type: /join #channel (example: /join #tacops) Type any text you want/need to and hit enter; it will be sent. You will need to be able to get files sent by DCC. When someone sends you such a file, a pop-up window ought to appear on your screen asking you where you want the file to go on your hard drive. Pick a spot and let it come in then view it with an appropriate application (text reader for text files, paint program for pictures....) To send files via DCC, look for a menu item in your IRC client that calls for DCC-Send. Where this is and its exact naming will vary based on which IRC client you have. You may need to do a few extra things in order to make our channels better defended against net hooligans. The first step is to make all players channel operators (chanops). The second step is to make the command channels secret. The third step is to know how to punt offenders. All of these commands work *only* if you are a chanop. To promote someone to chanop status, type: /mode #channel +o nickname To make a channel secret, type: /mode #channel +s [+p (private) is also a recommended switch. Note: please do *not* make the #tacops channel invite-only!!! We need to have it open so that people can get back into the game after IRC or some other comms problem drops them.] To punt someone from a channel, type: /kick #channel nickname Then ban them with /ban #channel nickname 7.0 What is "GMT"? What is its relation to "real" time? GMT stands for "Greenwich Mean Time". At 12:00 noon GMT, the sun is directly over the 0 degrees longitude line of the world - which runs through the place it where was defined, the Royal Observatory in Greenwich, England, hence the name. (There's a good museum at this Observatory if you are interested in such things; it is easy to get to from London.) We use GMT to define the time at which the CPX begins - typically, 17:00 GMT. Why use such a strange system? We use this because CPX players come from all across the world (Europe, North America, Australia and Singapore are common.) At first, we tried to define what time the game would start in all the different timezones. Because of the vagaries of Daylight and Standard time, this swiftly became a nightmare. It is much easier to declare that the game begins at one *very standard* time - and it's hard to get more standard than GMT - and let players figure out what the local start time would be on their own. To find out what GMT currently is, go to the two websites whose locations you've seen a lot before in this document: http://www.sterrett.demon.co.uk/ http://www.feist.com/~chimera/ which tell you what the U.S. Navy thinks the current time under GMT is. They are almost certainly right! Chimera's page also has a fancy system to tell you what your local time is, too. Compare that with your current local time to find the offset from GMT to your time. For example, in Scotland, where I live, the offset is +1 in the summer. Thus, 15:00 GMT is 16:00, or 4PM, local time, for me, in the summer, in Scotland. Most North American locations will be 4 to 8 hours behind GMT. REMEMBER: your offset to GMT will change when you go from Daylight Savings to Standard time or vice versa! 8.0 How does the grid reference system work? For a detailed, illustrated explanation of this with examples, consult pages 100-102 of the TacOps manual, "19.8 UTM Grid Coordinates", or pages 90-93 in the Mac TacOps manual. I can't really compete with that explanation and won't seriously try. A basic overview, however: The Grid Reference is a means of locating any point on the map, usually to approximately 100 meters, though those with rulers in their eyes can make it more accurate. The numbers are usually 6 digits long; the first three specify how far right on the map to go, and the next three specify how far up on the map to go. The first two digits of each group of 3 specify the number of kilometers to move, and the third specifies the tenths of a kilometer. Thus, 000000 is the lower left-hand corner of a TacOps map, and 025034 is 2.5 kilometers east of the lower right hand corner, and 3.4 kilometers north of it. You may see people use a 4-digit system in CPXes, as 0506 or 05/06. This would refer to the entire square kilometer that is 5km right (and the next 1000 meters to the right of that line) and then 6km up (and the next 1000 meters up from that line) from the lower-left-hand corner of the map. It is general, but sometimes that's all you need. 9.0 How detailed can my orders be ? (a.k.a. "Why can't I give individual platoons/vehicles/squads orders?", and "Why can't I assign DF TRPs and target types?") The game is running in near-real-time, and one person - the umpire - has to do all the orders entry as well as all of the reporting. In order to keep the game moving the amount of micromanagement that players can do has to be kept down. Players should think of themselves as battalion commanders - the actions of individual platoons and vehicles are taken care of by your lieutenants and sergeants (meaning, by the umpire). The umpire will not normally allow players to give orders to specific platoons or vehicles because it takes too long; occasionally this will be ignored if there is good reason. (Scouting forces are the common exception to this rule - they are usually permitted to operate in much smaller groups and under somewhat tighter player control.) Typically, the umpire expects to get orders for units of the size ((player's command level) - 1). Thus, if you have command of a battalion, the umpire will expect to see commands for companies. "Send Alpha Company to defend the woods at 123456" is expected. "Send a platoon [any platoon, umpire's choice] of Alpha Company to scout the woods at 123456" is probably OK too. "Send 1st Platoon of Alpha Company to scout the woods at 123456" may pass if there's a good reason of the scenario is small. "Send the MG and 1 squad from each platoon of Alpha Company to scout the woods at 123456" will rarely be acceptable. Note that this restriction does not prevent players for trying to set company formations, or move one platoon - any platoon, umpire's general discretion - out ahead as a scout. It is intended to prevent players from trying to move their companies around by ordering each and every platoon to do something specific. Takes too long, and it shuts down the game. In any event, if you feel too out of control from this, console yourself with the thought that the other side is facing the same problem. There is, in other words, a fine balance between player control and keeping the game moving. Our CPXes so far have averaged at 3.5-4 minutes of real time to 1 minute of game time. This sounds terrible, until you consider that it takes 1-2 minutes to give reports for each side, several minutes to get orders, and 1+ minutes to run each turn. Naturally, some turns take much longer and quiet turns go by very quickly, but there's enough room for improvement on this ratio that everyone has to help out in keeping things moving along. 10.0) What's the deal with the 2 channels per side? In the early days of these IRC CPXes, each side had one channel. As the CPXes got bigger, we found that there was too much traffic on the one channel. The players, chatting about their plans, were missing reports and the umpire was missing orders. So we split the channel. Each side has two channels, one for planning, and one for orders and reports. These are known as the "planning" or "chatter" channel, and the "orders" channel. There is no restriction on what players or observers can say in the planning channel, though if the players are planning it would be a bad idea to drown them out with non-game conversation. The Orders channel, by contrast, is fairly regimented. This channel should have no extraneous chit-chat as its entire reason for existence is to keep it as a open, clear, uncluttered space for game communication between the umpire and the players. Players often organize, in their planning channel, what order they will speak to the umpire in. This is a good idea if there are a number of players as it reduces the number of people speaking to the umpire at once and this reduces the probability that text will not be seen by the umpire. 11.0) What are "ghost units"? Also known as "Why can I see units on the sitrep that I can't give orders to?" "Ghost units" are units that are on the game map, but are not yet considered to be in play. Why do this? It takes a surprising amount of time to deploy the forces for a TacOps CPX - placing them, giving them initial orders, naming them, etc. in accordance with player's desires. Too long, in fact, to do during the CPX. So the umpire will generally put any reinforcements into a secluded corner of the map that will be free from enemy observation and fire. They may move about - if the umpire is using their movement to and fro, eventually winding up at their entry point, as a simple means of remembering their entry timing. (For example, if a unit is to enter the map at point Y after Z minutes, the umpire may give it orders to march back and forth through a woods for Z minutes, winding up at point Y.) Usually, you should be able to figure out which units are ghosts - if it's something that was supposed to enter the game after the beginning, and its entry time has not occurred yet, then it's almost certainly a ghost. Note that you cannot give orders to ghost units under most circumstances. (You might be able to change what they are going to do after they enter the map.) They cannot fire, and the umpire will prevent their being fired upon. 12.0) Tips for playing CPX games. Make sure you have all the things mentioned in the "What do I need to play?" section (2.0). *All* of them are needed! Try to keep your forces organized as best you can. This will help both you and the umpire. The best way to do this is to mentally (or explicitly, to the umpire!) assign each of your companies a sector, and try not to intermingle them. Snarled units may take quite a long time to untangle! Make sure your side has an organizational structure and unit names that are understood by all. One of the most significant sources of confusion when players have to drop out suddenly is the "Who controls what forces??" question....! Have all indirect fire requests (on-map artillery, off-map artillery, and air strikes) go to the umpire through one player. This is usually the Side CO. This prevents all kinds of confusion, the most common being two players requesting fire from the same artillery battery. Don't switch who is telling the umpire what the arty is supposed to do. In naming units, it can help to alternate letters, numbers, and names: for example, instead of 1/1/1 (1st Company, 1st Battalion, 1st Regiment) you might use A/1/Bear (Alpha company, 1st Battalion, Task Force Bear). This helps keep the confusion down as well. Provide the umpire with orders that include an intent - go to 123456 in order to accomplish X. If the umpire (acting as your subordinate) knows what is supposed to be done your units are much more likely to act intelligently. If you have complex things you want done, either set them up before the game, or do them in small bits. Orders *before* the game can be quite complex, because the umpire has the time to put them in. Once the game begins the umpire will generally not be very happy about complex orders. Therefore, in the game, figure out how to present your complex plan in simpler bits. Two examples: 1) Instead of providing orders to go from "A to Z via the road B following the following turns c, d, e, f, g, ...." In this case, don't bother to specify the turns except maybe at intersections. You umpire isn't stupid, and isn't out to get you (the umpires don't have the *time* to think up ways to get you (during the game! ) If you say to follow the road, most likely the units will follow the road. 2) Instead of providing orders to go from "A to Z via X, Y, X, with detours to P, D, and Q", break it down into smaller chunks - got to X", "go to P and retreat", "go to Y", "go to D and retreat....", given over the course of several turns as each section gets accomplished. Stephen Althouse writes: "You facing the same problems that every military does...communicating and reporting. We try to work through them by SOPs, common training and constant training. As the players and umpires get more time under their belts they will get better and will develop their SOP's. "A couple of ways that I would improve a side under my command would be to use control graphics----Phase lines, routes and axes etc. It will probably be difficult to distribute (the players would probably have to draw them on ). But they would help me as a commander and you (or whoever) as the ump. For instance an order might be "A2 advance in march formation to phase line Fred along route red". It helps the umpire to know which way they are wanting to move (along the route) and where they want to end up. Admittedly there is still use of the gridlines. But it would be more structured." Seconding Steve's comment from the umpire's perspective: a good ops graphic makes for very fast, accurate orders-giving and orders- understanding. Consider that one of the world's major military systems (Soviet/Russian) considers the text of an order to be an appendix to the operations graphic! Keep a sense of humor! Things go wrong in Kriegspiels, CPXes, and wars. The umpire will probably accidentally misunderstand or forget or something at least one order every game. There's simply too much for the umpire to do. This makes for a very realistic form of Clausewitzian friction in the game - simpler orders and simpler plans will generally work better because there's less that can go wrong with them. If something goes wrong, laugh it off and keep going - and figure that something like it is happening to the other side, too! Keep an eye on what channel you are on when you type. SIGINT (SIGnals INTelligence) has been inadvertently passed in every game so far when a player on one side or the other accidentally types onto the public #tacops channel information that was not intended for enemy eyes.... Normally the other side ignores it, though. 13.0) What is the "TacOps CPX Engine"? This is a product of Major H's support for the TacOps CPX project. In his spare time he has hacked together a version of TacOps with extensive features to assist a CPX umpire. These include: -the ability to add new forces anywhere on the map, delete forces (they disappear as if they had never existed), and destroy forces (game kill) -alter the visibility at any time -create text reports for each side on a variety of things, such as air & artillery status, spotted enemy units, and the location of friendly units; these reports can be sent to players as text files -move forces anywhere on the map instantly -create and place new arty TRPs [Target Reference Points], minefields, and entrenchments, or destroy previously existing ones Obviously, these features allow for a great deal of flexibility in running CPX games: most notably, reinforcements can be added, bad and changing weather simulated, and basic engineering operations can be performed. This version of TacOps is not available to the general public. It is available only from Major H. personally by direct request and at his sole discretion and judgment that you have need of it. ---------------------- Appendices. Appendices 1 and 2 have two formats of OPORD (OPerations ORDer) - NATO format in Appendix 1 and Soviet/Russian format in Appendix 2. Appendix 1 also contains some notes on NATO reporting formats. There is no requirement to be familiar with these documents to play in a CPX. An Operations Order is a formal order - no more. These formats are formal formats for formal orders. There is nothing holy about them, but they can be very useful. They are included for several reasons: 1) The glory of these OPORD formats is their fill-in-the-blanks nature. If you follow their format, and fill in all the blanks, your operations order will be complete and more or less organized (accuracy may be another matter!) They are therefore well worth keeping in mind. While there is no time for a full operations order during play, side commanders and umpires often issue their overall orders for the game in a manner similar to this, because it helps them be sure they've covered everything they need to cover. They are very dry when seen in outline format, but they are pretty complete. They may help you in organizing your planning and presenting it in a comprehensible format. 2) Fun. There is an element of role-playing in a CPX, and using the orders format appropriate to your side can be part of that. Appendix 1: NATO OPORD and action reporting formats (provided by Ian Barefoot, a.k.a. "Tadger".) [Occasional comments by James Sterrett in square brackets.] In 'conversation' with James Sterrett, the organiser of TacOps CPX's, I suggested it might help if we used NATO standard formats for messaging. What follows below is the product of my (flawed) memory, as it's been a looooong time since I used them! Anyway, a bit of alteration might avoid a prosecution under our Official Secrets Act..... ;-) The formats shown below are the product of my (flawed?) memory - but I'm pretty certain they're close. Ian Barefoot - - - - - - - - - - - - - - - - begins- - - - - - - - - - - - - - - - -- MISSION BRIEFING FORMAT 1.0. As can be seen, this format can be applied to any envisioned operation from Army down to section/squad level. Obviously the complexity of the order will reflect the complexity of the operation, and the numbers involved! 1.1. The following headings are used, and an explanation of them follows below. 1.2 GROUND 1.3. SITUATION 1.4. MISSION 1.5. EXECUTION 1.6. COMMAND AND SIGNALS 1.7. SERVICE SUPPORT 2.0 GROUND 2.1 This is a brief but concise description of the ground over which the operation should pass. It should include reference to unique features and obstacles such as rivers, high embankments, etc. 3.0 SITUATION 3.1. This is split into three subheadings:- 3.2. An overview of the current political/strategic situation, and an appreciation of the local tactical situation. 3.3. Enemy Forces Those forces expected to oppose the forthcoming operation 3.4 Friendly Forces General details of Blue force, including those on each flank. 4.0. MISSION A brief but pointed outline of the objective of the operation. In verbal briefings it is repeated twice, to emphasise it. 5.0. EXECUTION The subheadings here will vary according to the type of mission, but might include: Route Out Action on Contact (TacOps SOPs!) Action on RVs Action on Objective Route Back Timings. 6.0. COMMAND & SIGNALS 6.1. Frequencies in use (IRC channels..?) 6.2. Passwords 6.3. Nicknames Includes those given to physical features on the axis of advance. 6.4. Action on Lost Comms. 6.5. Requests for artillery/air support. 7.0. SERVICE SUPPORT 7.1. Attached units, such as 7.1.1. 'On Call' fire support 7.1.2. Engineers, 3A units, etc. 7.2. Detached units Units from the parent formation that will not take part, as they are required by other units. ---------- Action reports [Note that the umpire should always begin all sets of reports with the current game time! - JS] 1.0.0 SITREP (Situation report) (Normally sent at the request of a higher formation) Sent as: (A) 'Alpha' - Time (B) 'Bravo' - Location (Coded Grid ref) (C) 'Charlie' Current activity 2.0.0. SPOTREP (Intelligence report on enemy units currently under observation) (A) Time (B) Location of enemy (Grid Ref SENT IN CLEAR to avoid compromise of day code) (C) Description of enemy force (D) Direction of enemy travel (E) What you are doing about it. May lead to: 3.0.0. D/F (Directed Fire) REQUEST (A) Time (B) Grid Ref or TRP ref (Certainly in the British Army, TRPs or D/F refs, are allotted code words or numbers.) (C) Description of enemy force - including types of vehicles, type of cover, etc. (D) Type of shoot (ICM/HE/Smoke, etc.) (E) Number of salvo's (Usually sent more in hope.... 8( ) [The terminology here may lead to some confusion if used in TacOps. A DF TRP, in TacOps, is a target area assigned to a particular ground unit, not the British "Directed Fire" - an artillery request. - JS] Could also lead to: 4.0.0. CONTACT REPORT (AKA "I'm in the proverbial..."!) (A) Time (B) Location (In clear) (C) Description of enemy force (D) Action taken on contact (E) Casualty state (Own troops) (X) - Killed (Y) - Wounded (Z) - Missing. Normally this procedure commences with a very breathless 'CONTACT - Wait Out' in a voice pitched a couple of octaves above normal. The full Contact report is sent when the situation has stabilised. The initial 'shout' is merely to alert someone that you might *just* need some help. A good higher commander will know roughly where to look - as long as the subordinate commanders map-reading was accurate, and they've stuck to the mission brief! The worst situation is when 'CONTACT!' is called - without a follow-up in a reasonable length of time........ Ends. Appendix 2: Soviet/Russian/Opfor Orders Format. Lifted/inferred from examples in Yu. K. Kuznetsov's _Peredvizhenie i vstrechnyi boi_ (_Movement and Meeting Engagements_), a 1989 Soviet Army textbook.) The orders format is based, as the NATO, on a series of numbered sections, sometimes of numerous paragraphs. These are typically *not* labelled but for clarity it may be useful to add labels. Note that in Soviet orders *the operations graphic is the primary document*. They essentially considered the text order to be an appendix to the map. So, to be proper, you should include a nice, detailed, operations graphic. ------- 1. Current enemy activity. Includes current front line, probable strength, air activity, probable intent. 2. Current friendly activity, including boundaries with neighboring units (to the front, then left, then right) and current front line. 3. Mission. This details the composition of the commanded force and current status, as well as the mission that must be accomplished. DECISION: (literally Reshil, ("reh-SHEEL"), "I have decided"): This gives an overview of the means of accomplishing the mission. It includes such force-wide information as order of march, SOPs for the entire force, march routes, and actions-on to be taken by the entire force. It includes a brief mission statement for each part of the force. Technically part of section three. 4. I ORDER: (Prikazyvayu ("pree-KAH-zee-vai-oo")) This is where each part of the force gets detailed instructions. Times of departure and arrival at various lines or points, unit-specific missions, etc. all come here. 5. Logistics: ammo and fuel issue; expected expenditures. 6. All units will be prepared by: (time) Note: This section literally consists of this one, single line. Dates/times are given in the format: HH.MM DD.MO; thus 11PM on the 14th of July is 23.00 14.7. Note the absence of a place-holder 0 in the numeral for July and the use of periods instead of colons as separators. 7. Command and Signals. Finally, the commander signs it. It is often also signed by the Chief of Staff if any. Commissars, despite popular legend, have not held direct command authority since around 1943. (Similar to chaplains, they have rank, authority, and can issue orders, but are not in the direct chain of command. They did wield more power than the average chaplain, however, because of their position as representatives of the one and only party in a one-party state; thus when they told soldiers to do jump the answer was still "How high, sir?" For the officers this was balanced by the fact that most officers were also members of the party.) The Soviets used an Up and Right map coordinate system (whereas the West uses a Right and Up system - thus our 123456 is their 456123.) I cannot recommend instituting two map coordinate systems into one game, however! We've been using the Right and Up as standard and everyone should continue to do so. Appendix 3: Revision History December 17, 1997. Version 2.01 Dr. Russ Smith points out some minor but potentially confusing bollixes in the section numbers - fixed. November 15, 1997. Version 2.0 Brian Rock provides Mac manual UTM pages. KeyStroke (a Feist.com subscriber) converts .bmp map files to .gif. November 8, 1997. Beta 2.0 4 More revisions from RT. November 3, 1997. Beta 2.0 3 Numerous changes on basis of Riki Tikki's suggestions. Split FAQ into "Player" and "Umpire" files. November 2, 1997. Minor editing of 2.0 beta 2. Added checklist version of how to send player reports. October 29, 1997. Version 2.0beta 1 begun Added: John Jones (MBX/CPX chief) suggests a major and long overdue overhaul of the FAQ and a link of it to a projected MBX CPX FAQ. Draft 1 worked over on 29th. Major overhaul of all sections. Section marked with ** have been changed/are for Chimera's doublechecking. Added Soviet orders format. Added "What are Ghost Units?" Added "What's with 2 channels per side?" August 28, 1996. Version 1.0 Added: Numerous minor additions from John Kiang - -extra means of keeping track of troop locations -UTM help may not be same in PC & Mac manuals -Mac IRC, UNIX IRC -Mac version does not incorporate NATO symbols -IRC commands included, suggested by John Crawford August 20, 1996. Version 0.4 Added: 13.0 What is the "TacOps CPX Engine"? 14.0 What is a "TacOps War"? August 19, 1996. Version 0.3 Added: Steve Weatherwax on .bmp files Major H.'s description of TacOps CPX Stephen Althouse on control graphics corrected a few minor spelling and formatting errors August 16, 1996. Version 0.2 Added: Ian Barefoot's NATO OPORD and action reports Places to go for IRC information and clients Notes for umpires August 15, 1996. First draft written. Version 0.1